Reviews
A worthwhile addition to the dynamic body of knowledge through the scholarship of teaching and learning. Its key arguments cross geographic borders, and the key themes are timeless.
Summons a chorus of experts and articulates their varied and informative perspectives through clearly written and well-organized essays. Those hoping to understand better the state of higher education and the role that games and social media will play in its development should certainly read this book.
Recommended for educators and the technology community.
This book (hardcover or electronic format) is a worthwhile addition to the dynamic body of knowledge through the scholarship of teaching and learning. Its key arguments cross geographic borders, and the key themes are timeless
Like a brilliantly designed game, this timely and important text is creatively entertaining and appropriately complex. It is as much about gaming and innovative technologies as it is about college opportunity, postsecondary literacies, and student success. Were this book a tweet, I would continuously retweet it.
A stellar collection that outlines how game technologies can be used by colleges and universities to increase access and reach a broader range of students. It goes further, however, and shows how higher education should embrace the cultural values of a digitally networked world.
Book Details
Acknowledgments
Introduction. Why Games and Social Media?
Part I: What Is the Current Landscape of Higher Education?
Chapter 1. The Disruptive Future of Higher Education
Chapter 2. The Need to Increase
Acknowledgments
Introduction. Why Games and Social Media?
Part I: What Is the Current Landscape of Higher Education?
Chapter 1. The Disruptive Future of Higher Education
Chapter 2. The Need to Increase College Enrollment and Completion
Chapter 3. Transition Readiness: Making the Shift from High School to College in a Social Media World
Chapter 4. From Communication to Community: How Games and Social Media Affect Postsecondary Stakeholders
Part II: What's in a Game?
Chapter 5. What Games Do Well: Mastering Concepts in Play
Chapter 6. The Open Laptop Exam: Reflections and Speculations
Chapter 7. Games, Passion, and "Higher" Education
Chapter 8. Game-Like Learning: Leveraging the Qualities of Game Design and Play
Part III: What Do We Know about Games and What Do We Need to Learn?
Chapter 9. Assessing Learning in Video Games
Chapter 10. Implications and Applications of Sociable Gaming for Higher Education
Chapter 11. Gender, Social Media, Games, and the College Landscape
Chapter 12. How Much Technology Is Enough?
Conclusion. The Shape of Things to Come
Glossary
Contributors
Index